A few miles off the coast of land a large pillar sticks out of the ocean. It reaches up into the clouds, the top blocked from view when the sky is not clear. Atop the pillar lies a square battlefield, traditional in almost every sense. However, a few important differences set this place apart from your standard Pokemon arena.

First of all, the pillar itself is hollow and filled with water, that creates a pool at the fields center, giving combatants a water source other than the sea miles below. Secondly, the field itself is exceptionally thin, and as such all Pokemon who attempt to bury through it will plummet to their demise if they cannot keep themselves aloft. Finally, at each corner of the field are pillars with what appear to be nest-like structures at the top. These features allow sky based Pokemon to rest their wings more easily.

But what is even more important than the physical features of the arena are the natural effects of the location. Due to its location above the tropical seas and the directness of the sun's rays, hail turns to rain before it ever reaches the ground. Additionally, a lack of sand makes summoning a sandstorm impossible.

However, the most prominent feature of the gym is the wind. At this high altitude, strong winds are nearly a constant. The prevailing air currents bring big gusts in from the west on a regular basis, from right behind where the gym leader stands. This provides a constant effect similar to a Tailwind at one third of normal strength for the gym leader's Pokemon. In addition, the strong winds also amplify moves that use their effects, boosting their power and their accuracy as.

Summary:

No Sandstorm or Hail

The thin battle platform prevents Dig.

Well technically using Dig will just cause the digging Pokemon to plummet thousands of feet into the water below, putting them out of bounds and knocking them out of the battle.

Flying and Levitating Pokemon who won't fall can still use Dig, but it won't actually do anything.

Seriously though, this is the flying gym. Why would you be using Dig anyways?

All other attacks are allowed.

Energy Cost of Roost reduced by 1.

Permanent Tailwind-like effect on Gym Leaders side (provides 1.33x speed boost). This effect lasts for 4 rounds from the beginning of the battle.

Wind Based attacks have their base accuracy increased by 10% up to a maximum of 100%

Type: Water/FlyingWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.Hydration (DW, unlocked): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Abilities:Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.Justified (DW, unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Type: Dark/FlyingDark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.Moxie (DW, unlocked): (Inate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.Iron Fist (DW, unlocked): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Type: Dragon/FlyingDragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.Moxie (DW, unlocked): (Inate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Type: Ground/FlyingGround: round STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.Poison Heal (DW, unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

Abilities: Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damageThick Fat (UNLOCKED): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Chell the Jynx(Move your mouse to reveal the content)Chell the Jynx (open)Chell the Jynx (close)

Jynx (Chell) FemaleNature: Timid (+Spe, -Atk, +14% Acc)Type: Ice/Psychic
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.Forewarn: (Innate) This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.Dry Skin (DW ABILITY- UNLOCKED): (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.

Abilities: Motor Drive: (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.Vital Spirit (DW ability- UNLOCKED): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Kippy the Swampert(Move your mouse to reveal the content)Kippy the Swampert (open)Kippy the Swampert (close)

Swampert (Kippy) Male ♫Nature: AdamantType: Water / Ground
Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

For the second time, waterwarrior ascends the pillar that jas61292 calls his "office where I have to work whenever the CAP HQ gives me holidays". This time, telekinesed up by Chell-Jynx, he marched not with confidence, but purpose - to avenge his defeat at the hands of what people call "one of the easiest gym leaders to beat", an insult that jas is indifferent to - after all, he had achieved far greater prominence in other career fields, so why should he care? Still, it is not jas' nature to take anything nonchalantly.

A snort from a Mamoswine had waterwarrior's attention for a bit. "Relax, Mr. Freeze," he chided, "You could take a leaf out of Kippy's book." And then jas flew in on his Swanna. Muttering an excuse about traffic jams in the clouds (apparently a lot of trainers are using Fly today), he takes a moment to compose himself, and let the winds land the tossed coin...

I've been waiting for you, Jas. We meet again, at last. The circle is now complete. When I left you, I was but the learner, who had no idea how badly Tomohawk would screw him up; now I am the master, and that Tomohawk will soon be dead.

A bit out of breath, Jas played an ace early, calling out Hatchet-Tomohawk and Lucas-Ledian to hopefully put an end to Kippy-Swampert with strangling Grass Knots. But while VK-Electivire Taunted Lucas-Ledian on the sidelines, enraging him beyond all Safeguard, Kippy-Swampert reflected all that pain and hurt right back with Mirror Coat. In two lightning flashes (courtesy of VK-Electivire's Bolt and Punch), Jas is lamenting an early loss in lead.

Coming at an edge against him in terms of HP, Jas realised that he might have acted too rashly, after all. Had VK-Electivire been focused upon and taken out, perhaps BP-Swanna can come in and start some pirrouttes. But it's too early in the match to decide - what will happen next, I wonder?

Moderator

One down, three to go! We may have a massive lead right now, but you two can not let your guards down for even a second! Both of you, our job is to KO that Ledian next, but don't let that Honchkrow fly under the radar! Kippy, you gotta be careful out there. You're in a bit of trouble after taking those Grass Knots, but I know you can hang in there! von Karma, you're doing just fine, so give them hell out there!

"Right!"

Kippy: Stone Edge (Ledian) -> Rock Slide -> Chill
If targeted with Hidden Power Grass A2 or A3 AND you are not Tormented, change that action to Mirror Coat. Only activate once.
If Ledian faints, change A2 to Ice Punch (Honchkrow)

It is ironic how the winds are not with the Flying Gym Leader, of all people, today. VK-Electivire rained down Rock Slides that flinched Lafayette-Honchkrow, while Kippy-Swampert remained very much Chilled alive. Jas' only consolation lies in Lucas-Ledian's swift U-turn, buying him some time to think and Reflect while they weathered the Discharge. Even so, Jas cannot afford to be burdened by another mistake, lest it be the final straw that break the Swanna's wings. With Lucas-Ledian gone...

ZT, I think you misread my sub. You had it activate A1 when it was specified to activate A2 or A3. Kippy's actions should have been Stone Edge -> Mirror Coat -> Chill, not Mirror Coat -> Rock Slide -> Chill.

von Karma, I believe it is time to say goodbye to our good friend Lafayette here. Kippy, you've done well, but it is now time for you to leave here so that Mr. Freeze or Chell can come in to finish the Salamence off without breaking a sweat!

I'm leaving for camp tomorrow, so please excuse my lateness for the rest of the battle. I don't think (or at least sincerely hope) that the battle won't be lasting more than 2 more rounds anyway, and I'll try to post whenever possible.

Yeah, this was why I was bugging you so much to post, jas. sorry about all that :(

Just as Roosevelt-Salamence came out, roaring in displeasure to Intimidate his foes and avenge his comrades, Jas took a call from you-know-where. "Alright, Doug, I promise I'll be there ASAP. Send my congratulations to Cape, too. Bye." On the field, Kippy-Swampert finally took a last stand, Enduring the Hidden Power shot out from Roosevelt-Salamence's maw before succumbing to Toxic poison, thanks to Lafayette-Honchkrow. But it did well to buy it's teammate the time it needs. VK-Electivire had the supercharged bolt of energy ready by then, hurled towards the mobster raven and scoring the third knockout on waterwarrior's side of the field. With onnly one left to go, against it's very nemeses, Roosevelt-Salamence is in a tight spot. And with jas' lack of will to drag the match, this will perhaps be one of those matches where the challenger walks away with an unbelievably powerful victory...

Oh, didn't see that ZT posted until now. Sorry about that. Also, von Karma is still very much alive, so I think I'll keep him out for now. Chell, get in there. Both of you, just hurl a crapton of ice at him, k? (Also, there should only be 1a of Reflect left is there was 4 at the beginning of the round)

Chell: Blizzard -> Ice Beam -> Blizzard (All Mence)
If successful P/E move, change that action to Reflect the first time and Light Screen the second
If Fly is used without suspension, change that action to Avalanche
BONUS SUB: If Fly is used with suspension, change that action to Pound

At such a tense moment, Jas' phone rings again. Picking it up, he listened briefly, then replied, "Got it. Ask Korski to cover for me and I'll head over this instant."

Without so much of a wave, he just left on BP-Swanna, leaving Roosevelt-Salamence to fend for himself, weaving between the freezing attacks that came from VK-Electivire and Chell-Jynx as the pillar shakes in tandem with the Earthquake caused by Roosevelt-Salamence's roar. And as soon as his form was naught but a speck in the sky, all traces of the tailwind upon the sky pillar vanish - greatly hampering Roosevelt-Salamence's speed and unable to dodge the incoming Blizzard. The resulting wind froze him solid, and he crash back down, a block of ice. But waterwarrior didn't stop there, no he didn't. Another spray of Ice Beam from Chell-Jynx sent the frozen Roosevelt-Salamence towards the edge, whereby VK-Electivire crashed it with a fist of Ice, letting the dragon fall, a block of brilliant white amidst the Rocks, plummeting thousands of feet down.

Such is a sight I could not bear. So I did what I could - I flipped off waterwarrior's condescending smirk at the last of his opponent, and I dove after the dragon.